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Other Wave XI Feedback Thread

Discussion in 'Map Submissions' started by b0squet, Apr 15, 2016.

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  1. b0squet

    b0squet Ozymandias

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    Hey guys, b0s here.

    We hope you're enjoying Wave XI so far! There are still 5 more maps slated for the rotation that we haven't introduced yet, but even without them, we'd like to hear your opinion on the Wave XI maps that are currently playable. Since they weren't livetested, we're still treating this part of the wave as its 'beta' stage, so we're more than willing to improve the maps to the best of our abilities. Some of the suggestions we've received so far include:

    Harvest:
    - Increase the amount of caps required to win from 3 to 5.
    - Move the flag to the center of the flagroom.
    - Prevent people from jumping off the ledge facing mid into the flagroom.

    Tuscan City:

    - Reduce the elevation of some of the terrain at/around mid.
    - Move the sponges to more obvious locations.
    - Shorten the map (presumably at mid).
    - Expand the underground / have it branch out somewhat.

    Orchid Cascades:

    - Make side/back entrances to the flagroom more viable.
    - Add sponge near spawn leading to the side of the map to spread out gameplay somewhat.

    Tanks / Horti Arboribus:
    - I've honestly enjoyed these so far, but suggestions are still appreciated.

    Deserty Desert Strike:
    - Just made some changes to reduce FPS lag / make gameplay more fluid. We'll see how those go over.

    Other:
    - If you guys find locations where engineer structures can be set up inside of a flagroom, screenshot them and post them here.

    So, anything there that I didn't go over? Do you like those suggestions, or is there something there that you think shouldn't be implemented? We're all ears!
     
    • Like Like x 5
    • Optimistic Optimistic x 1
  2. GalaThundR

    GalaThundR Mcpvp Veteran

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    Omg you guys are starting to take community feedback in this wave?


    It's a miracle.

    Tbh I've enjoyed all the maps this wave, but it wasn't as good as I was expecting. The aesthetics in these maps were pretty good and the gameplay for some of them were solid.
    My suggestions are:
    Orchid Cascades - Increase cover in flag room/midfield. I noticed Archers can headshot the flag room along with engineers being able to shoot their turret into it.
    Tuscan City - Decrease the size of the map is my only suggestion for this.
    Tanks - This map is fine with me.
    Horti Arboribus - I am fine with this map except how engineers can place turrets/teles,ect almost right next to the flag room on the pathway above the hall. (I'll try to give a screenshot when the map is available)
    Deserty Desert Strike - Still haven't been able to play on this map :l
    Other - Update the CTF map list. It's pretty outdated and I can't find any of the new maps added.
     
  3. Sir_Inge

    Sir_Inge Well-Known Member

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    Absence of Skyglass
     
  4. Xelasi

    Xelasi Well-Known Member

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    Tanks- remove excess water from flag room?...
    Tuscan city- reorient spawn? Maybe move spawn location. Make spawn's exit wider. Visible sponge placement. Maybe lower elevation of where the sponges are? Agree with shrinking the map down a bit.
    Deserty desert strike- lighting. It's darker than I expected it to be. Also, the path into the flag room is kind of confusing.
     
    #4 Xelasi, Apr 16, 2016
    Last edited: May 3, 2016
  5. xxMineSheepxx

    xxMineSheepxx baaaahh

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    Deserty desert strike has an updated map now.
     
    • Like Like x 1
  6. pandanielxd

    pandanielxd its panda daniel

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    Desert Strike is now day time pretty sure and paths are easier to find (I have done that by using carpets!).
     
    • Like Like x 2
  7. xxMineSheepxx

    xxMineSheepxx baaaahh

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    I feel like Deserty Desert Strike's games are too fast, and should have 5 caps.

    I don't think Pavo will be updating them anytime soon (inactive, rip), but the list on the wiki has been updated to Wave XI.
     
    • Agree Agree x 1
  8. pandanielxd

    pandanielxd its panda daniel

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    What about putting up a wave I-X on it aswell? o:
     
  9. Xelasi

    Xelasi Well-Known Member

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    It's hard to defend on maps because a lot of the flag rooms are pretty much open and shaped the same way. I don't think we all consciously meant to make them that way... It's just a similar idea that was popular.

    Maybe close the flag room a bit on a couple maps?
     
  10. Daveeeeeeeee

    Daveeeeeeeee Well-Known Member

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    I think that makes defence easier because you can see offence.
     
  11. GalaThundR

    GalaThundR Mcpvp Veteran

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    It's Saturday, you guys adding new maps or did you already and I just haven't seen 'em.
     
  12. HOTWEEABOO69

    HOTWEEABOO69 Member

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    Still waiting for unholy faith to cum back

    :frowning:
     
  13. Xelasi

    Xelasi Well-Known Member

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    Super late bump, but mid playing today I wanted to break blocks because I couldn't maneuver or fight.

    Remove grass and cane. If that was needed for cover, use wall instead. Can't pvp in cane.
    [​IMG]

    Remove this dirt(grass) thing on the top. Raise the walls about a block if more cover needed.
    [​IMG]

    1. Remove/move grass and flowers. Keep them confined to corners and wall edges. 2. See how there are 3 layers to jump up? Make it two, flatten the top. 3. Possibly add slabs for navigability.
    [​IMG]


    Grass. Remove, confine to block corners. Use more sparingly.
    [​IMG]

    Remove this random dirt/grass stack here in the middle of the screenshot. It doesn't cover enough to be effective.
    [​IMG]
     
  14. patriq

    patriq Well-Known Member

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    Deserty Desert Strike has some rough terrain that can get frustrating to deal with for certain people. I see it mainly around the edges of the center pit.
     
  15. pandanielxd

    pandanielxd its panda daniel

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    You are supposed to not easily go up from the middle if you mean that.
     
  16. patriq

    patriq Well-Known Member

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    I meant the edges, not the pit itself. There's slabs up and down around the edges
     
  17. pandanielxd

    pandanielxd its panda daniel

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    Yeah, its ment not to be easy to get up and down there
     
  18. patriq

    patriq Well-Known Member

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    Okay, people don't say "I meant" to get the same exact response. Edges. The circle around the pit that separates the slanted ground from the straight ground. Edges. I know you're not meant to be able to climb up from the pit to the flat ground easily, but for people running along the edges it can be annoying
     
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